Commit Graph
1176 Commits
Author SHA1 Message Date
Antonio Marcum 52026c1a0a Add a state design pattern tutorial (#2710) 2020-03-03 22:32:39 +01:00
Austen McRae 1537e66c8c Expand Inspector Plugin tutorial (#3024)
As a first-time creator of the inspector plugin, it took
a while to actually understand exactly what's happening and
what's needed, so I've expanded with the information that I felt would
help make the tutorial easier for people doing their first foray into
making one of these plugins.
2020-03-03 22:17:39 +01:00
QuantMintandHugo Locurcio 253900043d Added parallel compilation to bindings compilation. (#3173)
* Added parallel compilation to bindings compilation.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-03-03 22:05:33 +01:00
Aaron Franke d160dae635 Update main screen plugin tutorial (#3232)
Add get_plugin_icon, add a link to the 2.5D demo projects, and make scripts conform to style guide (two lines between functions)
2020-03-03 20:19:59 +01:00
Aaron Franke b104610ae1 Update resource_queue.gd for Godot 3.2 (#3228)
Fix warnings, fix using a deprecated method, style fixes.
2020-03-03 20:18:38 +01:00
LainYC 0f188c65c5 C# bullet documentation (#3220)
Unless I am mistaken, you cannot directly call the hit method, and must use .Call(). Seems to not even be capable of compiling, not sure how much these C# sections are tested?
I also presume there's not much reason to shorten collision to collsion, so I threw that change in as well.
2020-03-03 20:18:14 +01:00
Clemens Tolboom 584c8300b8 Remove duplicated code (#3150)
Not sure I got this right but it seems like duplicate code to me.

Furthermore I'm not sure what we can use this **time** for as $player.play has no timing arguments to compensate for. There is no `$player.playDelayed(time)`.
2020-03-03 20:13:32 +01:00
John Mick 4e5ea7e1af Possible typo (#3156)
Tutorial for 3.2 suggests calling 'add_custom_property_editor' which is not a member of EditorInspectorPlugin; however 'add_property_editor' does exist.
2020-03-03 20:11:40 +01:00
cbaal83 cbdb90f894 added some c# input examples (#3158) 2020-03-03 20:11:25 +01:00
Robin Lamb 302250aa59 Update 2D animation tutorial to show how to use a sprite sheet with AnimatedSprite (#3159)
* Added images for AnimatedSprite from spritesheet

Added images to show how to use the AnimatedSprite class with a spritesheet in the tutorial.

* Using AnimatedSprite with a sprite sheet

I updated this tutorial to show how to easily use a sprite sheet with the AnimatedSprite class, including some screen shots.  I changed the old wording that makes it sound like you cannot use a sprite sheet with AnimatedSprite.  I also changed the wording that makes it sound as if you must choose between using the AnimatedSprite class or the AnimationPlayer, as you can use an AnimationPlayer with an AnimatedSprite.

* Changed wording on proposed update

I changed the wording to remove "easily" and verbs ending in "ing" to meet the doc's writing guidelines.
2020-03-03 20:10:10 +01:00
Meru Patel f5a8ec7556 Moved references to the global scope (#3213)
Fixes https://github.com/godotengine/godot/issues/34638
2020-03-03 20:05:50 +01:00
drwhut 6ce6f82ede GDNative C Example folder structure consistency with demo repository (#3230)
* Made folder structure in GDNative C example consistent with the demo git repo.

* Change output of both Windows libraries.
2020-03-03 20:04:04 +01:00
Victor Lamoine f7bcda32b9 Typo in part 2 of FPS tutorial 2020-02-25 16:54:39 +01:00
Mark Spiezio 9a789fc38d Minor Documentation Clarifications (#3199)
Clarify PEM acronym.
The "public key" goes to the .crt file, not "public pair".
2020-02-23 19:09:23 +01:00
Rémi Verschelde f1220d2f96 Merge pull request #3187 from aaronfranke/matrix-trans-code
Fix code samples for Matrices and Transforms
2020-02-18 13:54:26 +01:00
Yuri Roubinsky 864857b516 Fix formatting on shader structs examples 2020-02-18 09:39:12 +03:00
Aaron Franke 28a04d587b Fix code samples for Matrices and Transforms 2020-02-17 22:10:35 -05:00
follower f17a55db2e Use more standard terminology. Fix grammar.
Change to use node relationship terminology ("sibling") that is both more standard[0] & more inclusive.

Fix pluralisation (i.e. "Xs nodes" -> "X nodes").

[0] e.g. https://en.wikipedia.org/wiki/Tree_structure#Terminology_and_properties
2020-02-18 03:01:57 +13:00
Rémi Verschelde 5d0137d325 Merge pull request #3179 from jbvovau/patch-1
Update immediategeometry.rst
2020-02-17 07:32:25 +01:00
Jean-Baptiste Vovau b0e5ac14bc Update immediategeometry.rst 2020-02-16 12:04:01 +01:00
Yuri Roubinsky cbfa37a978 Added docs for shader struct 2020-02-16 11:02:16 +03:00
Yuri Roubinsky 4257cc65cf Fix typo 2020-02-13 20:31:45 +03:00
Yuri Roubinsky 4505b3b9e7 Added changes about swizzling to shading docs 2020-02-13 20:27:21 +03:00
follower 1b0021662f Fix inline code formatting that used "" not "`".
Restructured text uses double back-ticks to indicate inline monospace code formatting (a.k.a "verbatim"). 

(via <https://thomas-cokelaer.info/tutorials/sphinx/rest_syntax.html#inline-markup-and-special-characters-e-g-bold-italic-verbatim>)

Without this change the text is rendered as italic rather than monospaced on the [docs site](https://godot.readthedocs.io/en/3.2/tutorials/networking/high_level_multiplayer.html).
2020-02-14 00:57:48 +13:00
follower 74ec3b46ca Add mono-space code formatting in text. 2020-02-13 22:33:14 +13:00
Relintai f8d4b358f4 Update engine.startGame's docs. 2020-02-12 23:59:00 +01:00
skyace65 0ebc8389c7 Fix HDRI description in differences between GLES2 and GLES3 2020-02-11 23:30:38 -05:00
Aaron Franke f0ab9e05fc Rewrite Matrices and Transforms article 2020-02-10 01:47:30 -05:00
Rémi Verschelde a7dce8ee1e Fix leftovers from 2019 2020-02-08 22:13:17 +01:00
Hugo Locurcio c1c5cd62cd Fix some images being difficult to read when using the dark theme
Adding the background color `#fcfcfc` (which matches the light theme's
background color) makes images readable again when using the dark theme.
2020-01-31 01:54:15 +01:00
Matthew 0010cd5f9e Fix advanced vector math images for dark mode (#3122) 2020-01-29 17:30:14 +01:00
quantmint 8a421ec6fa Replace x11 with linux in GDNative C++ example (#3109)
"x11" it's not the correct platform. It works with "linux".
2020-01-27 16:36:56 +01:00
Emil Mattsson cb68a0bd90 Language improvements in Import Plugin tutorial (#3090) 2020-01-27 08:42:10 +01:00
Rémi Verschelde 1df5a0ae68 Merge pull request #3061 from asynts/asynts.syntax-highlighting-2
Incorrect syntax highlighting for languages other than GDScript.
2020-01-27 08:39:00 +01:00
Koyper 1add36112d bug fixes in main.gd chat _ready
Added missing yield to main.gd and updated p1/p2 to get_path
2020-01-23 13:46:23 -06:00
Nathan Lovato 9329aa8b51 Edit overview_of_debugging_tools (#2999)
Rewrite the intro to explain what the reader will find in this guide and list
debugging tools right away.

Review grammar and improve the text's clarity.
2020-01-23 02:18:27 +01:00
Rémi Verschelde f830ebbde2 Merge pull request #3098 from nekomatata/2d-skeletons-typos
Fixed typos in 2D Skeletons tutorial
2020-01-22 22:19:11 +01:00
PouleyKetchoupp 3796daa53c Fixed typos in 2D Skeletons tutorial
- Name of the Edit entry is "Polygon -> UV"
- A space at a new line in a note about weight painting causes a split
2020-01-22 21:00:28 +01:00
George Marques c7bc8c7bcd Fix gcc compilation flags for GDNative with C example
`-rdynamic` flag is needed to properly export the symbols (otherwise Godot may not find them).

Also changed to use the more common `.o` extension for objects on Linux.
2020-01-22 15:15:31 -03:00
Rémi Verschelde 2e68d271fe Add DANGER admonition about freeing nodes in tool scripts
Closes godotengine/godot#35422 and many similar misunderstandings.
2020-01-22 09:51:01 +01:00
Yuri Roubinsky d70f461141 Added note about varying arrays to shading_language 2020-01-21 10:28:15 +03:00
Rémi Verschelde 445a5dc1a6 Merge pull request #3078 from Calinou/data-paths-flatpak
Mention the Godot data paths specific to the Flatpak version
2020-01-20 12:09:14 +01:00
Yuri Roubinsky 3df0d90eef A little bit better shader array construction example 2020-01-20 09:09:02 +03:00
Soaku 8d17784142 Remove a syntax error (#3079) 2020-01-19 21:38:16 +01:00
Hugo Locurcio a504ab1647 Mention the Godot data paths specific to the Flatpak version 2020-01-19 18:18:57 +01:00
Yuri Roubinsky 536f88a1bc Added missing constructor for shader arrays 2020-01-18 12:00:48 +03:00
Rémi Verschelde 33bb17d846 Merge pull request #3037 from cbscribe/kcc_2dmove_updates
Update "Click and Move" to use Vector2 helpers
2020-01-17 14:08:57 +01:00
Matthew 8335122512 Update 2D Sprite Animation images and tweak tutorial (#3062) 2020-01-15 14:48:57 +01:00
Nathan Lovato 99fc784dc3 Explain why we store the return value from move_and_slide (#3001)
* Explain why we store the return value from KinematicBody2D.move_and_slide

Close #2934

* Edit using_kinematic_body_2d, use direct voice over the passive voice
2020-01-15 14:25:41 +01:00
asynts 53f878bdaf Replace 'code' directives with 'code-block' directives.
The `code` directive highlights all sources as GDScript. Other languages are
highlighted incorrectly at the moment, even if `.. code:: [language]` is
specified.

It does, however, work with the `code-block` directive. The reason seems to be
that this directive is Sphinx specific.
2020-01-13 18:45:39 +01:00